Challenge = defeating anything for the first time, second time onwards it's already stressful. I've already had my share of wasted hours and exp on Tiamat/DI/SW/Nid/Cerb/Khim/whatever, so I don't care if they become another Roc or KA equivalent.
Give me level 100 HNMs that don't just use the usual 4-5 TP moves, that would be a new and refreshing challenge.
I wasn't really aware any "HNMs" were challenging in the first place? You know considering any pick up group of Blueberry PLDs can kill just about any HNM in the game.
Sure, they're becoming EASIER by raising the cap to 99, but this is by no means suddenly turning endgame upside down, the hardest part has been and will continue to be claiming.
and on top of that they're going to be adding buttloads of new HNMs you people act like Dragon's Aery is the final zone, I for one am happy to wave goodbye to three hours of boiling in a hot tree waiting for something to pop purple and welcome my new zones of purple popping mobs.
Ultimately though, i'm looking forward to being a 99PLD/49RDM and becoming an unstoppable juggernaut of destruction...
Doesnt seem like that big of a time frame >.>
06/25/2002 First Players Reach Level 50 (discovery of level cap)
~3 months
09/12/2002 The Level Cap is raised to 55.
~2 months
11/26/2002 Level Cap Raised to 60
~5 months
04/15/2003 The level cap now became 65.
~3 months
07/17/2003 Level 70 Unleashed
~5 months
12/16/2003 Level Cap 75
Bear in mind back then, the xp needed to level was higher than it is now, there were less viable camps, and a "good" xp pt was rolling at like 5k/hr.
I still find all those fights fun and interesting. Although to be fair I have never actually been in a hard core HNM shell so I've never gotten burned out on any of that part of the game.
As for new HNMs they can implement new HNMs without raising level cap to 99 (Again Im all for a level 80 cap), I just feel 99 is a bit much at this stage of the game and in such a short time frame.
So that gives you 100 HNMs before you get bored again by your standards. The only way not to be stressful by your standards is to have WoW End Game where content cycles constantly.
I'm not going to indicate that's a superior or inferior way to conduct MMO end game but it is definitely radically different. It goes beyond FFXI having a major update it would be changing it's core experience and structure.
So..
Who's up for some Lv99 Ballista/Brenner?!
And the bitching about the level cap is getting old, I'm actually thinking about coming back now.
Considering the amount of time the game has been around, comparatively, it's a very short time frame for such sweeping changes. I really don't have the faith in SE to do this without really screwing up. Also, it just really irks me that they said so many times over that they would never, ever raise the cap, and now not only are they raising it, they're raising it by a whopping 24 levels.
I think there were plenty of people content with the game to remain at 75 but wouldn't have minded a trip to 80. It seems less drastic. Think about it. Getting to 99 is going to be a damn daunting task.
I honestly think a less drastic change would have been better. I'll be sticking around and watching as it unfolds but I don't know how they're going to pull this off.
Hay gaiz I think I figured out why FFXI updates/expansions are so half-assed
http://mmogchart.com/Chart7_files/Su...3_image001.png
Square-Enix standalone game releases, 2002-2009
Spoiler: show
Blizzard standalone game releases, 2002-2009
Spoiler: show
Square-Enix net income: ~$1.5 billion
Blizzard net income: ~$2 billion
Edit: fixed Blizzard net income.
Re: Urat - The campaign WS are not evenly distributed; Going off of Altana View, here's what we have to work with:
Taru:
Staff - Death Knell (AoE Doom)
Staff - Tartarus Torpor (AoE Damage + Sleep & Magic Evasion down)
Mithra:
Marksmanship: Bloody Quarrel (Single hit, drains HP)
Hand to Hand: Leonine Legflaill (dragon kick-ish, cone AoE)
Archery: Soulfetter Arrow (Knockback, Cone AoE)
1H edged weapon: ??? (5 hits)
1H edged weapon: ??? (1 hit)
Hume Female:
2H weapon (staff?): ??? (1 hit, possibly AoE?)
Hume Male:
Great Katana: Ianuki (1 hit, conal wind damage)
Sword: Glory Slash (AoE)
Great Sword: Warden of Terror (AoE, Terror)
Elvaan Female:
Sword: Prominence (conal fire damage)
Archery: Arrow of Apathy (conal damage + paralyze)
Polearm: Unknown (1 hit) (does Achtelle have a unique WS?)
Elvaan Male:
Uriel Blade: AoE Light Elemental Damage
Polearm: Volant Angon: ??? (It's a direct damage ability, ranged and one hit)
Great Sword: Spine Chiller (AoE Ice Damage + Paralyze)
Sword: Cruel Ripose - HP drain
Galka:
Axe: Bloody Tomahawk (1 hit, ranged) similar to Volant Angon
Napalm Tomahawk - AoE
Hand to Hand - ??? (similar looking to Ascetic's Fury)
Hand to Hand - ??? (Looks like an AoE Dragon Kick)
So we have the following:
2-3 Staff WS
3 Hand to Hand
2 Archery
1 Marksmanship
1 Great Katana
0-2 Dagger
1-2 Polearm
2-4 Sword
2 Great Sword
and 2 Axe, leaving everyone else out in the cold.